Dexinis

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The platypus doesn't count.
No one knows what it is. It's a what... but hardly a something... it's like a... y'know...


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Now, I know I'm going to sound crazy here but... shouldn't the character be designed based off the character you'd like to play, not the math involved? When ever I see people who've done all this math I always see players who are trying to 'win' or 'survive' in a game where they make dying damn near impossible.

Also, I'm not sure what sort of Game Master you have, but I generally don't let PCs walk around civilized areas (where quite a bit of trouble can occur) with armed drones sporting heavy, and no doubt restricted, weaponry. Have you given consideration to what happens when you don't have access to your drone, or after your drone is destroyed (the drone doesn't keep on, keepin' on once the Mechanic falls in combat)? Combat drones are not small and they don't fold up to fit in your pocket. Chances are your PC can not just strut through the streets with a small tank near him.

Our Mechanic has gone through two drones already, it makes the Mechanic a larger target so all that math just draws more fire and attacks.

The Exocortex can function at anytime, in any environment and properly made can be quite the s**t starter.

There are advantages and disadvantages to each path. It's not in the math, as much people would like to believe. Ultimately it's what whatever you wanna go with.


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A part of me wanted to run from this thread because I'm dumbfounded that this is even an issue. Honestly... I'd say 'who gives a flying fart in the breeze', but apparently you guys do, so...

Lemme help...

Okay, a Cyborg is: a human (or appropriate life form), who is implanted with, or installed with machinery to supplement or replace organic functionality. Example: Dude get his arm cut off and replaces it with a mechanical one that does all the cool things arms do... he/she is now a 'cyborg'. Androids are not cyborgs because they are manufactured (either by themselves, or by others).

An android is an anthropomorphic machine (most commonly a robot) designed to simulate and function like a human being. In Sci-Fi they are either full on robots with human-like flesh (a Terminator, for example) or a combination of mechanical and biological components (Bishop, from Aliens for example). Starfinder is quite specific in stating that androids are, indeed, 'alive' (constitution scores), so they can not be robots (constructs do not have constitution scores). I'm in awe that it was even issue. Do the books even get read anymore?

Cyborg (DC), The Street Preacher (Johnny Mnemonic), John Silver (Treasure Planet), RoboCop (RoboCop)... all cyborgs. People who had machines installed after messed up things happened to them... or voluntary.

Data (Star Trek), Bishop (Aliens), Roy Batty (BladeRunner), Cherry 2000 (Cherry 2000)... all androids. They were machines designed to be, act, and pass for human.


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So my level 1 character is walking out of the shower and get shot by laser and dies.

Same character, getting out of the shower is now level 12 and the laser bounces off his skin... yeah... not seeing it.

Also this causes problems with hygiene... how is my character going to shave if his natural armor bonus prevents the razor from cutting his whiskers?


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Could you, for example, play an Android who looked like C-3PO or K-2SO from Star Wars? How about one that looked like a T-800 from Terminator? Or a Necron from WH40K? As long as it fits the basic humanoid frame?

It these examples, the part you're missing is the synthetic aspect. What these examples are are robots, machines with an AI that governs their functionality, not a soul. They are constructs.

Now, as far as appearances go, providing the android appeared as another humanoid species, then there shouldn't be any reason why you couldn't play a larger or smaller version of the basic android character. If you want to look like a vesk, a goblin, or a drow... or a jackal, then go for it. I highly doubt it's what the people Paizo had in mind, but since when do we listen to them?

Point being is that androids have souls because the their creation process is synthetic and well and nano based. They have physiologial functions that can be improved with training and work. A machine doesn't have a soul and it's capabilities are limited by its hardware (it's physical atts can't increase unless its equipment it upgraded). Now, that's not to say a machine can't have a soul, but that's not for me to decide, I don't play in your game.

If you wanna make it happen though, go nuts.


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72) The Krogan.


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Our experience so far has been amazing. We've had a genuine good time with a group of rag-tag screw ups hired by the Starfinder Society to locate information where Golarion has gone. In every fantasy world the main planet the PCs live on is always the third from the sun, so, they decided to investigate all these planets to see if there is some connection or another disappearance.

Frankly, no one cares, it just give them a reason to drift to various star systems and do their thing while we learn the rules. I'm not sure how other peopel are running their games, but I used Starfinder as an excuse to break out all my old Starjammer stuff (with modernized Sci-Fi upgrades) and the characters are venturing to Krynn Space, Realm Space, and Greyhawk Space. Each fantasy space is simply it's own system in another part of the big fantasy galaxy.

I've even stole some stuff from the old Alternity game that TSR made a long time ago, back before WotC ruined the RPing industry.

I have three players, one is a Vesk and the other is a yskoi. They recently picked up their third party member, a human (Envoy) actor from Earth. The ysoki learned all he could of Earth culture by listening to our music and watch our television broadcasts. The human was a star in a televisions show where her people saved another civilization from their planet 'disappearing'. So they did what any aliens would do... they kidnapped her to save Goalrion... hilarity ensues.

I've been GMing games for 30 years (since I was 10). All combat so far has been smooth and simple, and the space battles have taken off without a hitch. Someone mentioned that only the pilot does anything while everyone else sits around... if that's the case from them, then I recommend the people at your table get more involved, you're a team, play as one. I have 5 people in my group, only three are actually in the game at the moment while the other two are waiting to be introduced they assist me and help the party. You don't have to have a PC in the game to have a good time. I person acts as the ships AI, helps keep track of information while another helps me run the game by keeping tallies in initiative and stats... if you're the GM don't hide behind the screen and horde everything, let the players help you.

Also, if any of you have or can find the d20 FutureTech or d20 Modern books from ages past... the information in those books can meld almost seemlessly with Starfinder. I'm converting the FutureTech's cyberware and Gadget system over for SF, it's a good tweak.

Notable quotes so far:
Vesk: "And we will find this human in 'Calif-orn-eyah'? What do we know of it?"
Yoski: "Accroding to one, Doctor Dre, it's 'where the bomb-ass hemp be'."
Vesk: "And this 'Dre'... you think he's reliable?"
Yoski: "Well, he is a doctor."
Vesk: "I'm packing my demolitions kit, just in case, and configure the scanner to detect for 'hemp'.

Trying to fill in the human on Pact Space stuff:
Vesk: "So, that's that. Everything's been still since that whole Norborger incident."
Human: "Incident? What, they forget to add pickles or something?"
Ysoki: "Borger, not burger."
Human: "Ahh, see, now that makes sense. What doesn't make sense is why a bipedal rat and a talking alligator are in my apartment. I'd scream... but honestly, this I have to hear."
Vesk: "We lost a planet."
Human: "A whole planet? Of course you did, not all solar systems validate parking... if you'll excuse me, I'm gonna call the police now."

There are billions of opportunities for stories for this system, take what you like, cast the rest away. Most importantly, have fun.


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I've read both these threads from the players perspective as well as the GMs. Below are my opinions, they may seem harsh and sarcastic, but I'm just being honest. I don't know anyone here so I'm not judging and there is always more to a tale than meets the eye. Try not to take offence, and read with an open mind.

1. Put your big girl panties on and talk it through.

2. You, the GM, have essentially created an immortal spy to be sent into the PCs party and consistently feed the enemy with all the information they need and the PCs are powerless to stop it.

Not powerless in the sense that they can't kill her, but in the sense that you, as the GM, are on here posting and looking for ideas to thwart your players attempt to remove a liability that could potentially offer up to the enemy everything they need to win. Plus, she has unlimited clones so even if they do kill her, the cat comes back the very next day.

Might as well just say "Rocks fall, everyone dies. You can't kill her, because I won't let you. Even if she dies, I had her jump on the magic koopa shell in world 3-1 right before the campaign began so she has unlimited clone lives. The guys on the forums gave me all the information I need to make sure you never succeed. So there."

3. You created the mess you're currently in. Flip the script on yourself, would you allow a person in your party to continue to be a conduit for the enemy, feeding them intel and giving away all your secrets while you're trying to save the world?

I wouldn't. I don't care if she was the hottest woman to walk the earth and we were knockin' boots from dusk til dawn and back again. Booty isn't worth the price I, and my fellow party members, will pay if they lose, and neither is love. I may not kill the Sorceress, but I'd find a quiet, dark hole to lock her up in until the threat was gone. The life of a single person is not worth the life of everyone in the world I'm trying to save. If people had an issue with that it'd be on and we could settle it with steel, a settlement that would require my GM to stand aside and let me and my party handle our business.

4. I won't even get into the issue that the NPC is enamoured to the PC being played by the GMs wife. That's a nasty can o' worms right there.

5. The PC in this case is in the right, sorry bro, that's my take on it. I'm sorry you invested a lot of time in this NPC, but you made the problem, and now you have to deal with the PCs reacting to it. Let them.

The game is about having fun, not protecting your precious NPCs or precious plots. As the GM you have to be flexible, roll with the punches and recreate opportunities for the enemies where the PC have breached through carefully laid plans.

It's not a competition. Pathfinder is not GM vs. the Players where you roll dice and try to beat their characters. You are writing, telling, and creating a story where your players are heroes. It's their story, not yours. Let them tell it and simply react to their actions within that world. Sometimes, NPCs die. It happens.

The PC doesn't seem to want to kill her (not that it would work, she has several more clones chilling in her closet. Probably with special hair dos so she can just shift her soul into the body of which hair style she wants that day) he seems to just want her 'out of the way' until your heroes can save the world. So far, he seems to the only person who's trying to solve the problem you've created, and peacefully too.

That seems pretty damn reasonable to me and if your Sorceress had a lick of sense, and her lover had a lick of sense, they'd realize that the Rogue is offering up the most viable option for victory where no one has to die. The GM and the Sorceress just seem like parts of the problem since they don't seem to contribute anything to the solution.

Just my two cents, harsh as they may sound.


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Just remember, you're under no obligation to use any of your abilities or powers for the betterment of the group as long as that abomination remains with the group.

Settle it by offering to get a new mount for the player, be diplomatic about (Look, since I'm destroying your mount, I'll buy you a new one.) and if that doesn't work, default to the old fashioned:

"Wow, you're in pretty bad shape. That thing really messed you guys up, what with the damage and ability draining and all. What? Healing? Yeah, I could, no problem... So uhh... how's that horse situation working out? Because Pharasma and I had a chat and it seems that when you piss my goddess off and spit in the eye of my faith, healing becomes a bit difficult for me to justify."

Pharasma would probably not like the idea of your party, knowing how you feel about undead, blatantly spitting your face like that. Simply refuse divine assistance until the situation is resolved.

Were it me, frankly, I'd not even ask. The thing would have been dead (again) the moment the party let their guard down. If they want skewer me for it, so be it. As a Cleric I'd be ready to fight, and die, for what me and my Goddess stand for. I may not win, but best bet at least one PC is coming with me to the afterlife.


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This happens from time to time in our games as well. While it's left largely up to the GM we say 'yes', but caveats is that the target can not be aware that the action is going to cause them harm. The exception is the movement that provokes the AoO, since this stated in the book.

Here's a few ways I handle it.

When the target moves, if any of the AoOs connect and score damage, the command effect is broken and the stop on the square where they were injured.

Asking them to 'read' a warded book is acceptable, since they don't know it's warded. Triggering a pressure plate they didn't know was there. Walking into a Gelatinous Cube was acceptable, but the target still got their perception roll to notice it (remember, they're transparent).

The 'fall' command would not have worked in my game, since 'falling' would have caused direct harm as a result of obeying the command.

The rune trap may have worked, but the target would still have been permitted a perception check to notice they were being asked to walk into a trap.

Hope that provides some insight.


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As we (the people I run games for) play Pathfinder the PCs they've created take on a life of their own. This shouldn't be news to any of us here, so I'll not preach to the choir about memorable characters.

I say that to say this though, as I read Paizo products (mostly adventure paths) I see more and more that they create NPCs who are, as they put it, 'destined for greatness and glory' (Queen Arabasti, for example) and so they amp the NPCs stats up to a 32 point buy system. Or they grant some insane increase in ability scores without explaining why or use wishes to +5 to every ability. Mind you this is not a complaint. I'm not saying the deck is stacked in the NPCs favor, considering the NPC generally has but a couple henchmen while 5-7 angry PCs wielding hell-fire and brimstone come barrelling forth to smite and loot.

As such though, we got to thinking. In my games the PCs are destined for greatness since I never run a game where they just adventure for 20 levels and then retire. Instead of giving out 32 points at creation we instead come up with ways to uniquely personify the characters in the form of traits that are exclusive to them.

I thought I'd share a few with you guys.

First up is Meldarian, the Fighter and all around nice guy.

Blood of Titans
Some say that House Delgath possesses the blood of titans somewhere in its history, granting them phenomenal strength. While the public whispers it, House Delgath refuses to confirm or deny it.
Effect:You are capable of feats of strength beyond the ken of mortal men. Once per day you may treat your strength score as 8 points higher for determining how much you can lift, pull or drag. You may continue to hold or carry this extra weight for a number of rounds equal to you 1+ your unmodified strength modifier. If your feat of strength involves smashing or breaking, you may ignore 5 points of hardness or lower the break DC of an object by 5.

This bonus not be applied for combat purposes to deal extra damage, but it may be applied to combat feats that rely on brute force like Sunder, Bull Rush, Overrun or even a grapple.

Next up, Tellara Razavath, Scion of House Razavath. (Yes, you have to refer to her by the whole name, like a Pimp Named Slickback or A Tribe Called Quest)

Tantrum
Prerequisite: Must be a spoiled brat with entitlement issues.
The noble House Razavath number s many prestigious Wizards amongst their number, but only one do they refer to as a 'prodigy'. Tellara Razivath is young woman barely 15 years old and has already mastered many ancient mysteries. She's also a rich, spoiled, pampered little brat.
Effect: Whenever things aren't going Tellara's way (i.e. whenever she feels like throwing a hissy fit) she becomes a ball of rage. As a result she fumes into a Barbarian-like mental Rage spouting rules, regulations, doctrine, insults with big words in them, and all the while threatening to 'have their job', or see them 'burn in in the nine hells', see their 'house fall to ruin'.

During this 'Mage Rage' (as Meldarian puts it) Tella's Intelligence and Charisma are increased by 4 points providing a relevant +2 bonus on all skill checks. She's not any more smarter than normal but she tends to possesses an odd mental clarity during this time, allowing her to rain facts and spout erudition like no ones business. While she's not any more likeable, she's certainly more overbearing and displays a much more forceful personality. The increase in her Intelligence also increases the save DCs of any spells she casts as well as providing her a +2 rage bonus on level checks to overcome spell resistance. Any spells cast that inflict damage, Tella may apply +1 bonus to damage for each die rolled.

After the Rage Tella is mentally exhausted and just doesn't feel like bothering with anything for awhile. During this time she suffers a -2 penalty all her Intelligence and Charisma based skills. Her spell DCs are lowered by 2, making them easier to resist.

(Tellara as gotten the party thrown out of a few throne rooms beause of her attitude)

Next, Liana's, the magical construct who's learning of the world around her.

No Boundries
Liana is a magically created simulacrum to act as a body double for wealthy, evil queen. Somehow coming into a soul of her own, Liana escaped and sought a life of her own. Created by strange, forbidden magics Liana finds that sometimes she's not bound by the same rules of nature that others are...
EffectAs a Ranger, Liana finds that she is not bound by the 'pick and choose' training regiment that others of her ilk are. As such she doesn't choose a fighting style as second level, she simply learns both as well as acquiring both Hunters Bonds as well.

At 2nt level she gains her fighting style but she doesn't learn the second style until 5th level. So she advances Archery at 2nd, 6th, 10th, 14th, and 18th as usual adding Two-Weapon to the list at 5th, 9th, 13th, 17th, and 21st.

Unlike a Ranger, Liana must qualify for all the feats she takes, even bonus ones granted by her fighting styles.

Opal, the alluring bard who's a consummate partier and tart.

Siren's Song
Lovely beyond reason, Opal learned early in life that men aren't too hard to impress as long as you smile, seem interested, and show a bit of skin here and there. When she discovered her natural singing voice, everything just got all the more easier.
Efffect Opal gains a +3 trait bonus when she uses Bluff or Diplomacy on someone that is (or could be) sexually attracted to her, as well as a +3 trait bonus to the save DCs of any her language-dependent spells she casts on such characters or creatures.

Also, Opal's super natural singing voice is so powerful that it negates the visual component for her Bard Performance abilities. Any Bardic Performance that relies on audible and visual components Opal can perform with only the sound of her voice.

Chet, the rogue of the bunch and all around klepto...

If It Ain't Nailed Down
Chethren Amblecrown was raised on the streets and learned at an early age to steal in order to survive. Within no time he's become a master thief. He even refers to himself as a thief, not a rogue.
Effect: Chet is a klepto in the extreme and chances are if you've heard of it, he's stolen it at least once. Ever afraid of becoming impoverished again, Chet hordes items like a miser with his coin.

With pockets, pouches, and packs loaded to the hilt, this packrat generally has just about anything for any occasion. Any sort of gear in the Core Book whose price doesn't exceed 3GP, Chet is assumed to have at least 1 (within reason). When that one item is expended it's assumed Chet 'resupplies' at the next settlement, providing that item would be available. Chet own gear (that which he's paid for) is always expended first and he must to resupply himself. This trait is only used when the thief finds himself out of something, or the party as a whole could benefit. For example: Chet runs out of rations and goes a few days with out eating. Lo' and behold, rummage around his pack he finds old, forgotten about food that he stuffed in there several adventures ago... it's not the classiest meal, but it holds him over for now.

Chet's strength score is considered 2 points higher when calculating his maximum weight limit for encumbrance. This stacks with the bonus provided by a masterwork backpack.

Chet is a master thief. DCs to notice him stealing something (whether from a person or off a counter top for example) are always 2 points higher than his Sleight of Hand skill check.

These are the things that work for us. You may read this and say "that's OP" or 'unbalancing' and honestly you might be right when it comes to your games and how they are played. We run lower magic games, so the PCs enjoy the use of their abilities and skills more often than magical trinkets and store bought magical armaments.

So, basically, I was curious if any of you have used ideas similar to this and what they mat be. How have you made your characters different in a unique sense.

If you feel like adding to this list, please post something below.


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To a Cleric of Desna, she is the most widely worshipped deity in Golarion. Why? Because every intelligent creature dreams. While it's true that most evil, intelligent critters, are content with being what they are, they still aspire to be something more. The evil lord who craves powers and influence, the weakest demons and devils want to evolve into greater ones or be free of their torment, the forgotten vampire who languishes in his castle awaiting counting the centuries until his lost is reincarnated (yes, I went there).

Although I don't like doing it, I'll quote popular culture because logically it's the perfect philosophy for a Desnan: "What power would hell have if those imprisoned here would not be able to dream of heaven?"

All of the above are dreams and in Desna's infinite mercy she gives all the gift of hope. That's what a Priest of Desna is: hope. A walking good luck charm that carries with him/her a bounty of good fortune and the power to help the good people of Golarion achieve their dreams by putting them on the right path (via fortune telling, etc.). Now, they don't just hand out the future and make dreams come true, that's not their way. What is not started today, is never finished tomorrow, which basically means that if you don't pursue your dreams, you'll never achieve them. A Desnan will put you on the path, but you have to walk it.

RP the hope and the optimism. You are the joy of living life to its fullest surrounded by darkness, oppression, and depression. Live it up, show the people of Ustalav there is something better to look forward to. Be their dream of a better tomorrow.

Though you may walk through the valley of the shadow of Death, you will fear no evil, because you have a alien butterfly to get your back.


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Putting the comedian role aside for a moment, 'funny' can easily be considered 'witty'. It's not likely we'll see Paladins doing stand-up at some tavern's improv night (not to say it can't happen, it's just not likely).

Wit: Paladins can be witty, even snarky. Remember, while a Paladin may be an embodiment of honour and virtue, they are still warriors. Warriors are trained to win and the best way to defeat an opponent is to trick them into defeating themselves. Angered opponents make mistakes that Paladin can take advantage of (and it's not dishonourable, the mistake was theirs to make). This also assists the Paladin in subduing opposition instead of outright killing them, as some realms in Golarion prefer trials before handing out death sentences.

Every Paladin has a limit to the amount of crap they can tolerate. For adventurers, where their lives are just one big ball of misfortune after another, a Paladin expressing his dislike for certain situations with a witty comment is an awesome way to relieve the stress at hand without risking a breakdown that could violate their ethics. Psychologically, laughing at our problems is one of our best coping mechanisms.

After being captured and tortured: "Well, on the upside, starving in a dungeon is preferable to another night of Fighter's cooking. Let's try and come up with a plan..."

That's a joke, but the paladin remains focused on an escape of some sort, refusing to give up. As a Paladin, stay funny, crack jokes, taunt your enemies, but remember to stay modest about it. Don't chastise all the Lords of Hell and issue a challenge because you smote a Lemure. Keep it on a personal level. Paladins are nothing if not honest and if your opponent is performing poorly against you, you are well within your code of ethics to chastise him on proper fighting stances, where to keep his shield at all times, the condition of his armor, even his personal hygiene.

Remember, what might sound insulting to your or I, could just be the Paladin trying to be helpful. Redeeming a soul of poor personal hygiene is just as important as smiting the undead.

Practical Jokes: I'll agree with a comment someone made earlier: "pranks and practical jokes display a chaotic nature." Now, I'll disagree. :) Excessive pranks or practical jokes are certainly signs of a chaotic personality, they've been around since the dawn of time. Let's face it, the occasional prank is hilarious and for adventurers sometimes the only way for them to keep their sanity is to share a laugh around the camp fire.

I'd not encourage a Paladin to be an excessive prankster, but she could certainly be a witty and retributive one. For example: returning upon a prankster in the party a prank of her own providing there's no immediate or possible danger involved.

For example, the prankster is deathly afraid of undead and they stand before a tomb: "Yup, looks like undead for sure. Shame I lost my holy symbol last night (knowing the prankster has it stashed). Oh, well, looks like I'll have to sit this one out. Fighter, Prankster... you two do me proud, okay? I'll be praying for ya." Fighter smirks because he knows what Paladin is up to and goes along with it. Within seconds the prankster cracks and gives up the holy symbol because they need the Paladin's channel ability if they're to survive the tomb. The prankster's been pranked. The same as with wit, be modest about it. If the prankster hadn't caved and given up the holy symbol, the Paladin would have ventured in anyway and demanded his holy symbol back (knowing he had it all along), since not going would have resulted in injury to his allies and that doesn't make for a funny prank at all.

But the Paladin lied: Paladins can, and do, engage in deception and/or misdirection when necessary. While in everyday dealings a Paladin should remain forthright and honest, a Paladin is still at war with evil. War demands that a Paladin may sometimes have to bend the truth to get to a greater evil and destroy it. Kicking down the doors of an evil cult's hideout and screaming "Death to all heretics!" is not the best way to handle things. By the time they make it to the 'big bad' he's skipped out the back door to start a new cult in some other town. A wise Paladin should know that the goal is the Urgathoan Priest at the heart of it all, and the peon cultists are a secondary objective.

Now, their aura sometimes makes undercover work difficult, but not impossible. Providing the Paladin commits no atrocities (or allows any to be committed in her presence) then the Gods, in their infinite wisdom, will surely understand the Paladin's misdirection and subterfuge for the greater good. You'd be amazed what a Paladin can do with a decent Bluff skill in righteous circumstances.

Again, be modest. A Paladin should never lie to the good and decent folk of the world, but bluffing a few bandits into giving up the location of their boss when intimidation fails, well, in that case, the Gods of B.S. be praised.

Those are my opinions, and they may not jive with everyone. That's cool, to each their own. Happy adventuring.


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What is the Best Way to Dual Wield Revolvers?

One in each hand, barrels facing the bad guys.